Related papers: Vocalnayno: Designing a Game-Based Intervention to…
This paper presents Tinker Tales, an interactive storytelling framework in the format of a board game, designed to support both narrative development and AI literacy in early childhood. The framework integrates tangible and speech-based…
Text-based games present a unique challenge for autonomous agents to operate in natural language and handle enormous action spaces. In this paper, we propose the Contextual Action Language Model (CALM) to generate a compact set of action…
This ongoing experimental project investigates the use of Generative Image Models (GIMs) in crafting a picture book creation game designed to nurture social connections among autistic children and their neurotypical peers within a…
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational…
Many animals, and an increasing number of artificial agents, display sophisticated capabilities to perceive and manipulate objects. But human beings remain distinctive in their capacity for flexible, creative tool use -- using objects in…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Block-building activities are crucial for developing children's spatial reasoning and mathematical skills, yet parents often lack the expertise to guide these activities effectively. BrickSmart, a pioneering system, addresses this gap by…
Assessment of reading comprehension through content-based interactions plays an important role in the reading acquisition process. In this paper, we propose a novel approach for generating comprehension questions geared to K-2 English…
A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Interactive storytelling is vital for preschooler development. While children's interactive partners have traditionally been their parents and teachers, recent advances in artificial intelligence (AI) have sparked a surge of AI-based…
We propose an interactive multimodal framework for language learning. Instead of being passively exposed to large amounts of natural text, our learners (implemented as feed-forward neural networks) engage in cooperative referential games…
Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Drawing on the Data and Predictions strand of the Indicazioni Nazionali per il curricolo 2012, this study proposes a problem based instructional approach to the teaching of probability. More specifically, the study adopts a design based…
Natural language can offer a concise and human-interpretable means of specifying reinforcement learning (RL) tasks. The ability to extract rewards from a language instruction can enable the development of robotic systems that can learn from…
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of…
New interactive physical-digital play technologies are shaping the way children plan. These technologies refer to digital play technologies that engage children in analogue forms of behaviour, either alone or with others. Current…
Machine learning models are widely used to support stealth assessment in digital learning environments. Existing approaches typically rely on abstracted gameplay log data, which may overlook subtle behavioral cues linked to learners'…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…